//
// Warehouse (MP)
//

#include "stagesetup.h"

extern s32 intro[];
extern u32 props[];
extern struct path paths[];
extern struct ailist ailists[];

struct stagesetup setup = {
	NULL,
	NULL,
	NULL,
	intro,
	props,
	paths,
	ailists,
	NULL,
};

u32 props[] = {
	weapon(0x0100, 0x0000, PAD_MP4_0167, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0171, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0172, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP4_0168, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0173, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0174, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP4_0169, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0175, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0176, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP4_016A, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0177, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0178, OBJFLAG_FALL, 0, 0, 1000)
	stdobject(0x0100, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0185, OBJFLAG_FALL | OBJFLAG_XTOPADBOUNDS | OBJFLAG_YTOPADBOUNDS | OBJFLAG_ZTOPADBOUNDS | OBJFLAG_INVINCIBLE, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP4_016B, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0179, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_017A, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP4_016C, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION00)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_017B, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_017C, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP4_016D, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION01)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_017D, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_017E, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP4_016E, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION02)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_017F, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0180, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP4_016F, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION03)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0181, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0182, OBJFLAG_FALL, 0, 0, 1000)
	weapon(0x0100, 0x0000, PAD_MP4_0170, OBJFLAG_FALL, 0, 0, WEAPON_MPLOCATION04)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0183, OBJFLAG_FALL, 0, 0, 1000)
	ammocratemulti(0x00cc, MODEL_MULTI_AMMO_CRATE, PAD_MP4_0184, OBJFLAG_FALL, 0, 0, 1000)
	hover_prop(0x0100, MODEL_A51_CRATE2, PAD_MP4_0186, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_INVINCIBLE | OBJFLAG_UNCOLLECTABLE | OBJFLAG_01000000 | OBJFLAG_DEACTIVATED | OBJFLAG_HOVERPROP_20000000, OBJFLAG2_NOFALL | OBJFLAG2_FALLWITHOUTROTATION | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, OBJFLAG3_PUSHABLE, 1000, HOVTYPE_CRATE)
	hover_prop(0x0100, MODEL_HOVERCRATE1, PAD_MP4_0187, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_INVINCIBLE | OBJFLAG_UNCOLLECTABLE | OBJFLAG_01000000 | OBJFLAG_DEACTIVATED | OBJFLAG_HOVERPROP_20000000, OBJFLAG2_NOFALL | OBJFLAG2_FALLWITHOUTROTATION | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, OBJFLAG3_PUSHABLE | OBJFLAG3_GRABBABLE, 1000, HOVTYPE_CRATE)
	hover_prop(0x0100, MODEL_A51_CRATE2, PAD_MP4_0188, OBJFLAG_FALL | OBJFLAG_00000100 | OBJFLAG_INVINCIBLE | OBJFLAG_UNCOLLECTABLE | OBJFLAG_01000000 | OBJFLAG_DEACTIVATED | OBJFLAG_HOVERPROP_20000000, OBJFLAG2_NOFALL | OBJFLAG2_FALLWITHOUTROTATION | OBJFLAG2_IMMUNETOGUNFIRE | OBJFLAG2_BULLETPROOF | OBJFLAG2_IMMUNETOEXPLOSIONS, OBJFLAG3_PUSHABLE, 1000, HOVTYPE_CRATE)
	endprops
};

s32 intro[] = {
	spawn(PAD_MP4_015B)
	spawn(PAD_MP4_015C)
	spawn(PAD_MP4_015D)
	spawn(PAD_MP4_015E)
	spawn(PAD_MP4_015F)
	spawn(PAD_MP4_0160)
	spawn(PAD_MP4_0161)
	spawn(PAD_MP4_0162)
	spawn(PAD_MP4_0163)
	spawn(PAD_MP4_0164)
	spawn(PAD_MP4_0165)
	spawn(PAD_MP4_0166)
	case(0, PAD_MP4_013F)
	case_respawn(0, PAD_MP4_0140)
	case_respawn(0, PAD_MP4_0141)
	case_respawn(0, PAD_MP4_0142)
	case_respawn(0, PAD_MP4_0143)
	case_respawn(0, PAD_MP4_0144)
	case_respawn(0, PAD_MP4_0145)
	case(1, PAD_MP4_014C)
	case_respawn(1, PAD_MP4_0146)
	case_respawn(1, PAD_MP4_0147)
	case_respawn(1, PAD_MP4_0148)
	case_respawn(1, PAD_MP4_0149)
	case_respawn(1, PAD_MP4_014A)
	case_respawn(1, PAD_MP4_014B)
	case(2, PAD_MP4_0153)
	case_respawn(2, PAD_MP4_014E)
	case_respawn(2, PAD_MP4_014F)
	case_respawn(2, PAD_MP4_0150)
	case_respawn(2, PAD_MP4_0151)
	case_respawn(2, PAD_MP4_0152)
	case_respawn(2, PAD_MP4_014D)
	case(3, PAD_MP4_015A)
	case_respawn(3, PAD_MP4_0154)
	case_respawn(3, PAD_MP4_0155)
	case_respawn(3, PAD_MP4_0156)
	case_respawn(3, PAD_MP4_0157)
	case_respawn(3, PAD_MP4_0158)
	case_respawn(3, PAD_MP4_0159)
	hill(PAD_MP4_011C)
	hill(PAD_MP4_0087)
	hill(PAD_MP4_006A)
	hill(PAD_MP4_00EC)
	endintro
};

struct path paths[] = {
	{ NULL, 0, 0 },
};

u8 func1001_1590[] = {
	set_wind_speed(22)
	set_ailist(CHR_SELF, GAILIST_IDLE)
	endlist
};

u8 func1000_159c[] = {
	mp_init_simulants
	rebuild_teams
	rebuild_squadrons
	set_ailist(CHR_SELF, GAILIST_IDLE)
	endlist
};

struct ailist ailists[] = {
	{ func1000_159c, 0x1000 },
	{ func1001_1590, 0x1001 },
	{ NULL, 0 },
};
